第3章 ゲーミフィケーション世界市場の評価

第4章 ゲーミフィケーション技術ソリューション

ゲームスタイル・マーケティング

ゲーミフィケーション vs. シリアスゲーミング

ウェアラブル・ゲーミフィケーション

モバイルソーシャル・ゲーミフィケーション

ゲームレイヤの活用

クラウドゲーミフィケーション

第5章 ゲーミフィケーション企業分析

第6章 結論および提言

ブランドと広告業者に対する提言

商店主と店舗内戦略に対する提言

ITリーダーとアプリケーション開発企業に対する提言

目次

Two significant trends for consumer-based industries are to leverage Gamification (embedded entertainment) for customer engagement and Big Data and related analytics techniques to mine patterns and predictions from consumer behaviors. The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner.

We see gamification not only solving user loyalty problems for businesses but also tackling real-world problems for particular industries by producing significant user feedback that will flow into various data systems. Big Data and Analytics. Designers and developers are analyzing gamers' motivation and psyche on their actions and creating engaging content based on big data analytics. It is now considered as primary tools for business decision.

This research provides an assessment of the companies, solutions, and market analysis for these two dominant trends along with forecasts for 2015 - 2020. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.